Project Zomboid

Project Zomboid

[41/42] Rob's 10 Years Vehicles
104 comentarios
SaintOfAether 9 AGO a las 16:41 
That is awesome, thank you so very much for checking on this!!! I DO have the Vanilla Vehicle Spawn rate submod currently on. I'll turn those off and try Project Seasons again!
RobTheContractor  [autor] 7 AGO a las 19:06 
alright so I've found what I believe to be the cause of your concerns during my testing, and I can now confirm that it isn't actually project seasons, but instead is one of 2 submods for 10 years later in build 41.

the submods are as follows:
- 10 Years Later (High Vehicle Spawnrate)
- 10 Years Later (Vanilla Vehicle Spawnrate)

upon further inspection of these two submods, I found that they also include their own modified vehicle textures, which directly conflict with my mod. both of which also have missing wheel textures and clean paint, exactly as you described.

with that said, just keep those two submods disabled and the problem should be gone. you may re-enable project seasons, however if you want my textures to stay untouched by that mod (specifically with its custom rust) load my mod after project seasons.

I'll be updating the description accordingly; thank you for letting me know about this.
RobTheContractor  [autor] 6 AGO a las 23:46 
that's very interesting, the mods function fine together on build 42 so I couldn't even begin to guess what could possibly be conflicting. I'll re-download build 41 tomorrow and have a look personally, hopefully I'll be able to replicate the issue and find some kind of fix. if not though, it may need to be investigated by the author of Project Seasons instead if they're up for it.

i'll post an update here when/if I learn anything new. thank you for bringing this to my attention
SaintOfAether 6 AGO a las 23:28 
So, I only have the mods that were recommended (those listed on this mod) currently active. I did try to quit the game to reload, but that did not work. Tried deleting the world, still did not fix the textures. However, once I removed Project Seasons and started a third world, the textures loaded in correctly.
RobTheContractor  [autor] 6 AGO a las 23:13 
hey! I'm glad you like the mod.

are you absolutely positive it's project seasons? I checked through the files and can't see anything that might cause texture issues like that, which points towards something else most likely being the culprit. I'll list a few possibilities, let me know if any are plausible:

1. did you have any other vanilla car retexture mods enabled? (I.E, Vanilla Vehicle Enhancer.) If so, ensure those are disabled while using my mod, or the game will pick one over the other.

2. did the texture cache just need to be reset? Sometimes, fresh after quitting a world without closing the game, the game's previous textures will stay enabled until the game is re-launched. This is a PZ limitation that specifically affects texture mods, and is usually the cause of issues like this.

try enabling project seasons again while my mod is currently enabled and see if the issue persists, if it does let me know and I'll investigate further.
SaintOfAether 6 AGO a las 22:36 
Awesome mod for a true 10 years Later experience, but I found that in Build 41, it is having an incompatibility with the Project Seasons mod. When the Seasons mod is enabled, cars spawn in with vanilla paint and missing wheel textures.
D R V A P O R 15 JUL a las 5:26 
Goated mod. Make sure you don't have crashed cars mod also activated as that will result in a mix of differently textured cars. This mod (Rob's 10 year) will populate the streets with crashed cars adequately for immersion. I really like it for 10 years later no working vehicles runs
Virginia 13 JUL a las 9:22 
good work:steamthumbsup:
RobTheContractor  [autor] 6 JUL a las 12:15 
for the complexity of these textures, no that is not a possibility. let me explain it in further detail:

1. all vehicle textures have differing locations for doors, grills, lights, bumpers, etc. so overlays wouldn't line up with each texture the same way, meaning moss from one vehicle wouldn't be in the door cracks of another -- same goes for rust. this would result in inconsistencies which is why I hand drew these details on each vehicle texture individually.

2. existing rust/blood overlays use a very rough UV map that wouldn't allow for a ton of detail. just look at project seasons and the dust overlay that mod has, it is a retexture of the vanilla rust but instead of covering parts of the vehicle it covers the whole thing, which makes it easier to spot inconsistencies on the exterior, such as dust having depth on some panels and suddenly cutting off on others. no shade to the developer, that's just how The Indie Stone designed it.
Zorelmo 6 JUL a las 7:27 
Hi, is there a way to apply a rusty/old decal over car wrecks (the same way blood decals and dirt decals work in order to make this mod compatible with the most amount of car mods with minimal effort ? If so do you plan on implementing that ?
RobTheContractor  [autor] 28 JUN a las 23:23 
currently no, i would need permission from the author before I could tackle that. not to mention I already have plans to work on adding support for PZK which is already a very large project on its own.

does that mean it'll never be done? not definitively, but it's not on my radar at the moment
REDGRAVE 28 JUN a las 23:00 
any plans to do some textures of the project france cars?
RobTheContractor  [autor] 28 JUN a las 2:08 
those spawns should be handled separately, the only issue is they won't have aged textures. this mod only changes vanilla cars
Apache 28 JUN a las 0:05 
is there anyway to have KI5 vehicles spawn?
RobTheContractor  [autor] 19 JUN a las 12:18 
traffic jams are set by the game’s developers (or mappers) in specific locations if the map. this mod doesn’t add traffic jams, it only modifies vehicle spawn tables to include non-functional vehicles and adds new textures. if you want more traffic jams you’ll have to wait for a mod similar to “more traffic jams” from build 41 to be released for build 42.

the traffic jams shown in the screenshots (not counting the first 4, those were created manually to show off the vehicles) are all located just outside of Muldraugh. two on the far south side and one far north. Just follow the large 4 lane road in either direction and you will come across them
biglawrie 19 JUN a las 7:35 
I really want to use this mod, but in B42 cars never seem to spawn on roads other than for vehicle stories. I've tried disabling all mods, tweaking sandbox settings, but traffic jams like the ones in the modpage screenshots never seem to happen. It's the same for a couple of my friends, do you know why?
RobTheContractor  [autor] 17 JUN a las 12:56 
I’m afraid in order for me to help you jermany you’ll need to provide me more details. what exactly isn’t working? burnt car spawns? textures? vehicles not spawning altogether?
Jack Rossman 17 JUN a las 6:26 
"Another large vehicle pack"... Is that PZK support on the horizon?!?!?!
jermany (He/Him) 17 JUN a las 6:25 
Is this supposed to work on dirkerdam? It doesnt work (10 years later ver). Im running More Immersive Vehicles and Vanilla Vehicles Animated
RobTheContractor  [autor] 15 JUN a las 11:17 
yeah i hear you, I’ve already got another large vehicle pack I’m working on currently though so it’s just not in the cards at the moment. maybe in the future when I have nothing else going on I might give it a try
Hazard 15 JUN a las 2:42 
Vehicle damage KI5's don't have moss creeping through cracks =(
RobTheContractor  [autor] 14 JUN a las 15:59 
unfortunately I do not have plans to add support for KI5’s vehicles, but on the bright side his vehicle damage already looks pretty good on its own. just set vehicle damage to high and i think you could get a pretty close experience still
Hazard 14 JUN a las 3:09 
Hi!
can you do this for KI5's cars?
RobTheContractor  [autor] 13 JUN a las 17:09 
alright so for anyone curious, if you're experiencing any of the issues listed below:

- ensure you have no texture mods conflicting with mine, and if you're sure there aren't make sure you verify your game files. sometimes old texture mods you thought you've removed before will still stick around and cause issues.

- vehicles that weren't facing in random directions was a result of a conflict with 10 years later's custom maps in build 41 since those handle spawns in their own way. ensure you enable the 'random directions' submod I've included in the B41 version instead of the normal one for random directions to work correctly.
RobTheContractor  [autor] 13 JUN a las 11:43 
I’m sorry to hear that, that’s very strange behaviour. I do have discord, we can arrange to have a conversation about this soon. I’ll contact you in a moment
Doe 13 JUN a las 6:41 
Okay I did some testing.. it's still very much fucked. I disabled all my mods except for 10 years later and your mod, and I used the same 10 years later sub-mods for consistency. The textures are still very fucked, but one difference is wrecked cars are spawning among normal cars now, but also now I'm having the same issue as that other person where the cars don't have that "random position" anymore, now they all spawn the same direction. Do you have discord? I'm asking cuz I took screenshots incase you want to see them
Hunterr 13 JUN a las 6:02 
I would like it with the KI5 vehicle mod.
Doe 13 JUN a las 4:24 
Sorry for not getting back with you- I'll do that test that you recommended now! and nah I turned off any mods that add more vehicles. the only one I use is VLC. I'll let you know the root cause as soon as I figure it out
RobTheContractor  [autor] 12 JUN a las 12:30 
alright so i've done some testing for you on b41, and results are inconclusive. spawn zones expanded while it appears to modify spawns in its code, doesn't seem to be causing any issues as burnt cars are spawning normally. 10 years later on default settings also isn't affecting spawns, so it's not that.

if you have additional vehicle mods enabled, (such as KI5 cars) those may be taking up some burnt car spawns making it appear as if they're not spawning at all, but that's entirely a guess. either which way you definitely do have some kind of a conflict going on.

if you find out the root cause let me know so I can list it as a direct incompatibility in the description
RobTheContractor  [autor] 12 JUN a las 11:56 
no not at all, that should be fine since as far as I know that just adds spawn zones.

i’m going to recommend doing a test, disable all of your mods and only turn on 10 years later and 10 years vehicles for a moment, then get in game to see if it’s one of your 10 years later settings messing with spawns.

if it isn’t, look for any mods you have that you’ve enabled with similar functionality to that of the two mods you mentioned, any that replace burnt vehicles or modify existing vehicle spawn logic (not counting adding new spawns usually) will likely be your culprit
Doe 12 JUN a las 3:30 
Got it! Thanks. I actually prefer using replacer mods instead of removing, like crashed cars or improved traffic jams- but I had both of them disabled because I just assumed they'd cause issues. Do you think a mod like vehicle spawn zones expanded could cause issues?
RobTheContractor  [autor] 12 JUN a las 2:07 
It also just dawned on me, ensure you don’t have the mod “no burnt cars” enabled. it sounds silly I know, but I ran into that issue myself at one point by accident and that ended up being the cause
RobTheContractor  [autor] 12 JUN a las 1:52 
that clears things up much better, thank you for the clarification. both of these issues are addressed in the description, but I’ll try to clear them up here as well for you:

in regards to the textures, as with most texture replacement mods the texture cache sometimes needs to be reset in order for the textures to show; this is normal project zomboid functionality. if textures aren’t showing, you need to restart your game with the desired texture mod enabled for changes to take effect.

as for the burnt cars, that is more than likely due to another mod of yours overriding my spawn settings. I know 10 years later has a setting that does that, but which setting that is, let alone for build 41’s version, I couldn’t tell you unfortunately. if you determine it isn’t 10 years later it may be worth looking at your current mods to check for any conflicts.
Doe 12 JUN a las 1:35 
Oh I'm really sorry for not being specific there- I mean the textures and burnt vehicles, just regular vanilla vehicles
RobTheContractor  [autor] 11 JUN a las 23:47 
i'm not sure i fully understand your issue, so let's just go ahead and clarify a few things if that's okay with you:

- by "not spawning" are you referring to vehicles altogether? just "burnt" ones? or the textures? let me know which it is so I can tailor my response more appropriately to the problem you're having
Doe 11 JUN a las 22:48 
Hey Rob! I finally tried out your mod, and for some reason they just.. weren't spawning at all?? I assume I just need to restart, but is that something that always happens on the first/start world?
RobTheContractor  [autor] 10 JUN a las 12:09 
hey dren, I'm trying to investigate your issue but I can't replicate the symptoms. (i'm on B42) vehicles are spawning facing random directions as they should be on my end, are you sure you don't have some other mod conflicting with the spawns introduced by both mine and 10 years later?

to test, I recommend disabling all other mods except for mine and 10 years later. then, ensure you load 10 years later first, and mine second. let me know what results you get and which version you're playing on

thank you
dren 10 JUN a las 5:22 
Hi, I'm currently playing with the "10 Years Later" mod and installed your mod, which I absolutely love! However, I ran into an issue: without your mod, vehicles spawn in random positions, but with it enabled, all vehicles spawn in the same position (either all horizontal or all vertical).

I've placed your mod just below the "10 Years Later" mod in the mod loader. Am I doing something wrong? Any help would be greatly appreciated! :(
RobTheContractor  [autor] 6 JUN a las 3:31 
yes
exoduss123 6 JUN a las 0:20 
Does this mod work with "standardized vehicle upgrades" mod ?
RobTheContractor  [autor] 30 MAY a las 20:56 
sounds good to me, thank you!
Jack Rossman 30 MAY a las 20:55 
Can't exactly speak for Pete...
But I'll let em know you'll be doing that.

Worst case scenario he tells you no.

But I'm 99% sure he'd be fine with that. LOL.
I'd say go ahead and do so. If he does object, I'll let you know. :3
(Context: I have Pete's DMs.)
RobTheContractor  [autor] 30 MAY a las 20:52 
that's fantastic news Jack, that will definitely make the process a lot easier. i appreciate you letting me know.

while you're here, do you know if the creator would be fine with custom wrecked variants like the vanilla cars have, (specifically with the military vehicles, I likely won't be doing wrecked versions of every car.) or should I only do the textures? I don't want to mess with the vehicle meshes themselves if the creator prefers it.
Jack Rossman 30 MAY a las 20:47 
Hey Rob. PZK has a LOT of textures that use similar and even the shared "texture formats". There's a few that are painfully different, the large vehicles especially... But the boxy sedans and some station wagons would literally be a copy/paste of your rust/moss/dirt/etc layers in whatever image editor you use.

Anyhoo, KEEP UP THE GREAT WORK!
RobTheContractor  [autor] 30 MAY a las 20:42 
nature is wild with how fast it takes hold of things sometimes, especially if those things have been left undisturbed for long periods of time under the right conditions. the rust is slightly exaggerated on some cars just to add variety, but the moss, dirt, dust and the faded paint are all pretty close to what you'd expect to happen in real life if the world were heavily overgrown and the car was abandoned for 10 years in a humid and sunny location. (which a lot of kentucky supposedly is, but i can't verify that myself as I don't live there.)

as for your idea, I have actually considered doing that already previously but you said it yourself, it would be a lot of work to do; especially if I end up doing PZK support. plus, we're talking about approximately 145 individual textures, so to essentially duplicate those again just to add slightly less grimey/rusty ones as a submod would likely be a waste of storage for a lot of people
Vintorez 30 MAY a las 10:15 
I know it'd be a lot of work but it'd be nice to have an option for vehicle textures that are more in between this and vanilla, the severity of these textures feels more like 50 years of degradation to me.

But that'd just be my preference, and considering how fast trees grow it seems like Knox has a bit of a time dilation issue lol, still a fantastic mod.
RobTheContractor  [autor] 25 MAY a las 22:52 
yes working cars are still able to be found, but they are slightly more rare which makes obtaining and maintaining a car early on a bit more difficult.

general rule of thumb for vehicles in this mod:

- no windows + flat tires = non-functional and only useful for scrap metal and stealth against zomboids

- intact windows + rounded tires = functional and can be interacted with like normal

vehicle stats are up to you, so if a challenge is what you're after I recommend setting the chance of gas to very low and using 'More Vehicle Options' to make finding a car with a good battery exceptionally difficult as well. most of the time I find my batteries in sheds or garages, but it's a dice roll so it can take a while
Flammy 25 MAY a las 20:45 
Are there working cars among these rusted cars? Or do we have to make walking the core gameplay, since, well, with 10 years later mod, even the roads would be filled with trees, so I guess cars would be useless?
RobTheContractor  [autor] 18 MAY a las 18:12 
if you want increased vanilla car spawns use the ‘no burnt cars’ mod alongside this one, it’ll spawn burnt vehicles still but at a much less frequent rate.
>:( 18 MAY a las 1:37 
this mods cool but I wish I could customize burnt vs functional vehicle spawns, there are wayyyy too many burnt out cars